I am trying to find a way to displace particle vertices by their normals in Shadergraph. As I understand, because particles are batched, they do not have unique normals with respect to world space. As a workaround, I am using velocity for mesh particle render alignment, and I am passing particle velocity to Shadergraph as a custom vertex stream.
(In Shadergraph, TEXCOORD1.XYZ = UV1.rgb)
I’m thinking I need a vector calculation to derive the particles’ normals.
How can this be done? Or - is there another way to tell shadergraph how particle vertices are oriented?